kiss3d 0.45.0

Keep it simple, stupid, 2D and 3D graphics engine for Rust.
Documentation
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//! Data structure of a scene node.

use crate::camera::Camera2d;
use crate::color::Color;
use crate::resource::vertex_index::VertexIndex;
use crate::resource::{
    AllocationType, BufferType, GPUVec, GpuData, GpuMesh2d, Material2d, RenderContext2d, Texture,
    TextureManager,
};
use glamx::{Mat2, Pose2, Vec2};
use std::any::Any;
use std::cell::RefCell;
use std::path::Path;
use std::rc::Rc;
use std::sync::Arc;

/// How a 2D object's surface is composited over what is already in the framebuffer.
///
/// The surface pass of [`ObjectMaterial2d`](crate::builtin::ObjectMaterial2d) builds
/// one pipeline variant per blend mode (lazily, keyed by MSAA sample count), so
/// switching an object's blend mode is free beyond the first use of that variant.
/// Wireframe and point overlays always use straight alpha blending.
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Default)]
pub enum Blend2d {
    /// Straight (non-premultiplied) alpha blending: `src.rgb * src.a + dst.rgb * (1 - src.a)`.
    /// The default, matching ordinary transparent sprites.
    #[default]
    Alpha,
    /// Premultiplied alpha: `src.rgb + dst.rgb * (1 - src.a)`. Correct for textures
    /// whose color is already multiplied by their alpha (avoids dark edge fringing).
    PremultipliedAlpha,
    /// Additive blending: `src.rgb * src.a + dst.rgb`. Light-emitting effects — fire,
    /// sparks, glows, lasers — that should only ever brighten the background.
    Additive,
    /// Multiplicative blending: `src.rgb * dst.rgb`. Shadows, tints and stains that
    /// darken the background.
    Multiply,
    /// Screen blending: `src.rgb + dst.rgb * (1 - src.rgb)`. A softer brightening than
    /// additive that never blows past white.
    Screen,
    /// No blending: the source overwrites the destination (alpha is still written).
    Opaque,
}

impl Blend2d {
    /// The wgpu blend state realizing this mode for a straight-(non-premultiplied)
    /// color target, or `None` for [`Blend2d::Opaque`] (blending disabled).
    pub(crate) fn blend_state(self) -> Option<wgpu::BlendState> {
        use wgpu::{BlendComponent, BlendFactor, BlendOperation, BlendState};
        let alpha_over = BlendComponent {
            src_factor: BlendFactor::One,
            dst_factor: BlendFactor::OneMinusSrcAlpha,
            operation: BlendOperation::Add,
        };
        match self {
            Blend2d::Alpha => Some(BlendState::ALPHA_BLENDING),
            Blend2d::PremultipliedAlpha => Some(BlendState::PREMULTIPLIED_ALPHA_BLENDING),
            Blend2d::Additive => Some(BlendState {
                color: BlendComponent {
                    src_factor: BlendFactor::SrcAlpha,
                    dst_factor: BlendFactor::One,
                    operation: BlendOperation::Add,
                },
                alpha: alpha_over,
            }),
            Blend2d::Multiply => Some(BlendState {
                color: BlendComponent {
                    src_factor: BlendFactor::Dst,
                    dst_factor: BlendFactor::Zero,
                    operation: BlendOperation::Add,
                },
                alpha: alpha_over,
            }),
            Blend2d::Screen => Some(BlendState {
                color: BlendComponent {
                    src_factor: BlendFactor::One,
                    dst_factor: BlendFactor::OneMinusSrc,
                    operation: BlendOperation::Add,
                },
                alpha: alpha_over,
            }),
            Blend2d::Opaque => None,
        }
    }
}

/// Set of data identifying a scene node.
pub struct ObjectData2d {
    material: Rc<RefCell<Box<dyn Material2d + 'static>>>,
    texture: Arc<Texture>,
    color: Color,
    lines_color: Option<Color>,
    points_color: Option<Color>,
    wlines: f32,
    wpoints: f32,
    lines_use_perspective: bool,
    points_use_perspective: bool,
    draw_surface: bool,
    cull: bool,
    blend: Blend2d,
    normal_map: Option<Arc<Texture>>,
    lit_params: Option<crate::builtin::LitParams>,
    user_data: Box<dyn Any + 'static>,
}

impl ObjectData2d {
    /// The texture of this object.
    #[inline]
    pub fn texture(&self) -> &Arc<Texture> {
        &self.texture
    }

    /// The color of this object.
    #[inline]
    pub fn color(&self) -> Color {
        self.color
    }

    /// The width of the lines draw for this object.
    #[inline]
    pub fn lines_width(&self) -> f32 {
        self.wlines
    }

    /// The color of the lines draw for this object.
    #[inline]
    pub fn lines_color(&self) -> Option<Color> {
        self.lines_color
    }

    /// The size of the points draw for this object.
    #[inline]
    pub fn points_size(&self) -> f32 {
        self.wpoints
    }

    /// The color of the points draw for this object.
    #[inline]
    pub fn points_color(&self) -> Option<Color> {
        self.points_color
    }

    /// Whether wireframe lines use perspective projection.
    #[inline]
    pub fn lines_use_perspective(&self) -> bool {
        self.lines_use_perspective
    }

    /// Whether points use perspective projection.
    #[inline]
    pub fn points_use_perspective(&self) -> bool {
        self.points_use_perspective
    }

    /// Whether this object has its surface rendered or not.
    #[inline]
    pub fn surface_rendering_active(&self) -> bool {
        self.draw_surface
    }

    /// Whether this object uses backface culling or not.
    #[inline]
    pub fn backface_culling_enabled(&self) -> bool {
        self.cull
    }

    /// How this object's surface is composited over the framebuffer.
    #[inline]
    pub fn blend(&self) -> Blend2d {
        self.blend
    }

    /// The normal map used when this object is drawn with
    /// [`LitMaterial2d`](crate::builtin::LitMaterial2d), if any.
    #[inline]
    pub fn normal_map(&self) -> Option<&Arc<Texture>> {
        self.normal_map.as_ref()
    }

    /// The per-object lighting parameters used by
    /// [`LitMaterial2d`](crate::builtin::LitMaterial2d), if any.
    #[inline]
    pub fn lit_params(&self) -> Option<crate::builtin::LitParams> {
        self.lit_params
    }

    /// An user-defined data.
    ///
    /// Use dynamic typing capabilities of the `Any` type to recover the actual data.
    #[inline]
    pub fn user_data(&self) -> &dyn Any {
        &*self.user_data
    }
}

/// Data for a single 2D instance when using instanced rendering.
///
/// # Example
/// ```no_run
/// # use kiss3d::scene::InstanceData2d;
/// # use glamx::{Vec2, Mat2};
/// let instance = InstanceData2d {
///     position: Vec2::new(100.0, 50.0),
///     deformation: Mat2::IDENTITY,
///     color: [1.0, 0.0, 0.0, 1.0],  // Red
///     lines_color: Some([0.0, 1.0, 0.0, 1.0]),  // Green wireframe
///     lines_width: Some(2.0),  // 2px wireframe
///     points_color: Some([1.0, 1.0, 0.0, 1.0]),  // Yellow points
///     points_size: Some(5.0),  // 5px points
/// };
/// ```
pub struct InstanceData2d {
    /// The position offset for this instance.
    pub position: Vec2,
    /// The 2x2 deformation matrix (scale, rotation, shear) for this instance.
    pub deformation: Mat2,
    /// The RGBA color for this instance [r, g, b, a] in range [0.0, 1.0].
    pub color: [f32; 4],
    /// The RGBA wireframe color for this instance. None = use object's wireframe color.
    pub lines_color: Option<[f32; 4]>,
    /// The wireframe line width in pixels for this instance. None = use object's wireframe width.
    pub lines_width: Option<f32>,
    /// The RGBA point color for this instance. None = use object's point color.
    pub points_color: Option<[f32; 4]>,
    /// The point size in pixels for this instance. None = use object's point size.
    pub points_size: Option<f32>,
}

impl Default for InstanceData2d {
    fn default() -> Self {
        Self {
            position: Vec2::ZERO,
            deformation: Mat2::IDENTITY,
            color: [1.0; 4],
            lines_color: None,  // Use object's wireframe color
            lines_width: None,  // Use object's wireframe width
            points_color: None, // Use object's point color
            points_size: None,  // Use object's point size
        }
    }
}

/// Sentinel value for lines_width indicating "use object's value".
pub const LINES_WIDTH_USE_OBJECT_2D: f32 = -1.0;
/// Sentinel value for lines_color indicating "use object's value" (alpha = 0).
pub const LINES_COLOR_USE_OBJECT_2D: [f32; 4] = [0.0, 0.0, 0.0, 0.0];
/// Sentinel value for points_size indicating "use object's value".
pub const POINTS_SIZE_USE_OBJECT_2D: f32 = -1.0;
/// Sentinel value for points_color indicating "use object's value" (alpha = 0).
pub const POINTS_COLOR_USE_OBJECT_2D: [f32; 4] = [0.0, 0.0, 0.0, 0.0];

/// GPU buffer for 2D instanced rendering data.
///
/// Contains GPU-allocated buffers for positions, deformations, colors,
/// wireframe settings, and point settings of all 2D instances to be rendered.
/// Raw per-instance GPU buffers prepared for direct compute writes (2D).
///
/// Returned by [`Object2d::instance_compute_buffers`] (and the matching
/// [`SceneNode2d`](crate::scene::SceneNode2d) method). A compute shader running
/// on the same `wgpu::Device` can fill these each frame instead of uploading
/// per-instance data from the CPU via [`set_instances`](Object2d::set_instances).
pub struct InstanceComputeBuffers2d {
    /// One `Vec2` position per instance.
    pub positions: wgpu::Buffer,
    /// One RGBA color (`[f32; 4]`) per instance.
    pub colors: wgpu::Buffer,
    /// Two `Vec2` deformation-matrix columns per instance (4 floats / instance).
    pub deformations: wgpu::Buffer,
}

pub struct InstancesBuffer2d {
    /// GPU buffer of instance positions.
    pub positions: GPUVec<Vec2>,
    /// GPU buffer of instance deformation matrices (stored as 2 column vectors).
    pub deformations: GPUVec<Vec2>,
    /// GPU buffer of instance colors.
    pub colors: GPUVec<[f32; 4]>,
    /// GPU buffer of instance wireframe colors. Alpha = 0 means use object's color.
    pub lines_colors: GPUVec<[f32; 4]>,
    /// GPU buffer of instance wireframe line widths. Negative means use object's width.
    pub lines_widths: GPUVec<f32>,
    /// GPU buffer of instance point colors. Alpha = 0 means use object's color.
    pub points_colors: GPUVec<[f32; 4]>,
    /// GPU buffer of instance point sizes. Negative means use object's size.
    pub points_sizes: GPUVec<f32>,
}

impl Default for InstancesBuffer2d {
    fn default() -> Self {
        InstancesBuffer2d {
            positions: GPUVec::new(
                vec![Vec2::ZERO],
                BufferType::Array,
                AllocationType::StreamDraw,
            ),
            deformations: GPUVec::new(
                vec![Vec2::X, Vec2::Y],
                BufferType::Array,
                AllocationType::StreamDraw,
            ),
            colors: GPUVec::new(
                vec![[1.0; 4]],
                BufferType::Array,
                AllocationType::StreamDraw,
            ),
            lines_colors: GPUVec::new(
                vec![LINES_COLOR_USE_OBJECT_2D], // Use object's wireframe color by default
                BufferType::Array,
                AllocationType::StreamDraw,
            ),
            lines_widths: GPUVec::new(
                vec![LINES_WIDTH_USE_OBJECT_2D], // Use object's wireframe width by default
                BufferType::Array,
                AllocationType::StreamDraw,
            ),
            points_colors: GPUVec::new(
                vec![POINTS_COLOR_USE_OBJECT_2D], // Use object's point color by default
                BufferType::Array,
                AllocationType::StreamDraw,
            ),
            points_sizes: GPUVec::new(
                vec![POINTS_SIZE_USE_OBJECT_2D], // Use object's point size by default
                BufferType::Array,
                AllocationType::StreamDraw,
            ),
        }
    }
}

impl InstancesBuffer2d {
    /// Checks if there are no instances.
    ///
    /// # Returns
    /// `true` if the buffer is empty
    pub fn is_empty(&self) -> bool {
        self.len() == 0
    }

    /// Returns the number of instances in the buffer.
    ///
    /// # Returns
    /// The number of instances
    pub fn len(&self) -> usize {
        self.positions.len()
    }
}

/// A 2D object on the scene.
///
/// This is the only interface to manipulate the object position, color, vertices and texture.
pub struct Object2d {
    // TODO: should Mesh2d and Object2d be merged?
    // (thus removing the need of ObjectData2d at all.)
    data: ObjectData2d,
    instances: Rc<RefCell<InstancesBuffer2d>>,
    mesh: Rc<RefCell<GpuMesh2d>>,
    /// Per-object GPU data for the material (uniform buffers, etc.)
    gpu_data: Box<dyn GpuData>,
}

impl Object2d {
    #[doc(hidden)]
    pub fn new(
        mesh: Rc<RefCell<GpuMesh2d>>,
        r: f32,
        g: f32,
        b: f32,
        texture: Arc<Texture>,
        material: Rc<RefCell<Box<dyn Material2d + 'static>>>,
    ) -> Object2d {
        // Create per-object GPU data from the material
        let gpu_data = material.borrow().create_gpu_data();

        let user_data = ();
        let data = ObjectData2d {
            color: Color::new(r, g, b, 1.0),
            lines_color: None,
            points_color: None,
            texture,
            wlines: 0.0,
            wpoints: 0.0,
            lines_use_perspective: true,
            points_use_perspective: true,
            draw_surface: true,
            cull: true,
            blend: Blend2d::default(),
            normal_map: None,
            lit_params: None,
            material,
            user_data: Box::new(user_data),
        };
        let instances = Rc::new(RefCell::new(InstancesBuffer2d::default()));

        Object2d {
            data,
            instances,
            mesh,
            gpu_data,
        }
    }

    #[doc(hidden)]
    pub fn prepare(
        &mut self,
        transform: Pose2,
        scale: Vec2,
        camera: &mut dyn Camera2d,
        context: &RenderContext2d,
    ) {
        self.data.material.borrow_mut().prepare(
            transform,
            scale,
            camera,
            &self.data,
            &mut self.mesh.borrow_mut(),
            &mut self.instances.borrow_mut(),
            &mut *self.gpu_data,
            context,
        );
    }

    #[doc(hidden)]
    pub fn render(
        &mut self,
        transform: Pose2,
        scale: Vec2,
        camera: &mut dyn Camera2d,
        render_pass: &mut wgpu::RenderPass<'_>,
        context: &RenderContext2d,
    ) {
        self.data.material.borrow_mut().render(
            transform,
            scale,
            camera,
            &self.data,
            &mut self.mesh.borrow_mut(),
            &mut self.instances.borrow_mut(),
            &mut *self.gpu_data,
            render_pass,
            context,
        );
    }

    /// Gets the instances of this object.
    #[inline]
    pub fn instances(&self) -> &Rc<RefCell<InstancesBuffer2d>> {
        &self.instances
    }

    /// Sets the instances for this object.
    pub fn set_instances(&mut self, instances: &[InstanceData2d]) {
        let mut pos_data: Vec<_> = self
            .instances
            .borrow_mut()
            .positions
            .data_mut()
            .take()
            .unwrap_or_default();
        let mut col_data: Vec<_> = self
            .instances
            .borrow_mut()
            .colors
            .data_mut()
            .take()
            .unwrap_or_default();
        let mut def_data: Vec<_> = self
            .instances
            .borrow_mut()
            .deformations
            .data_mut()
            .take()
            .unwrap_or_default();
        let mut lines_col_data: Vec<_> = self
            .instances
            .borrow_mut()
            .lines_colors
            .data_mut()
            .take()
            .unwrap_or_default();
        let mut lines_width_data: Vec<_> = self
            .instances
            .borrow_mut()
            .lines_widths
            .data_mut()
            .take()
            .unwrap_or_default();
        let mut points_col_data: Vec<_> = self
            .instances
            .borrow_mut()
            .points_colors
            .data_mut()
            .take()
            .unwrap_or_default();
        let mut points_size_data: Vec<_> = self
            .instances
            .borrow_mut()
            .points_sizes
            .data_mut()
            .take()
            .unwrap_or_default();

        pos_data.clear();
        col_data.clear();
        def_data.clear();
        lines_col_data.clear();
        lines_width_data.clear();
        points_col_data.clear();
        points_size_data.clear();

        pos_data.extend(instances.iter().map(|i| i.position));
        col_data.extend(instances.iter().map(|i| i.color));
        def_data.extend(
            instances
                .iter()
                .flat_map(|i| [i.deformation.x_axis, i.deformation.y_axis]),
        );
        lines_col_data.extend(
            instances
                .iter()
                .map(|i| i.lines_color.unwrap_or(LINES_COLOR_USE_OBJECT_2D)),
        );
        lines_width_data.extend(
            instances
                .iter()
                .map(|i| i.lines_width.unwrap_or(LINES_WIDTH_USE_OBJECT_2D)),
        );
        points_col_data.extend(
            instances
                .iter()
                .map(|i| i.points_color.unwrap_or(POINTS_COLOR_USE_OBJECT_2D)),
        );
        points_size_data.extend(
            instances
                .iter()
                .map(|i| i.points_size.unwrap_or(POINTS_SIZE_USE_OBJECT_2D)),
        );

        *self.instances.borrow_mut().positions.data_mut() = Some(pos_data);
        *self.instances.borrow_mut().colors.data_mut() = Some(col_data);
        *self.instances.borrow_mut().deformations.data_mut() = Some(def_data);
        *self.instances.borrow_mut().lines_colors.data_mut() = Some(lines_col_data);
        *self.instances.borrow_mut().lines_widths.data_mut() = Some(lines_width_data);
        *self.instances.borrow_mut().points_colors.data_mut() = Some(points_col_data);
        *self.instances.borrow_mut().points_sizes.data_mut() = Some(points_size_data);
    }

    /// Prepares this object's per-instance buffers to be written directly by a
    /// compute shader, for `count` instances, and returns the raw GPU buffers.
    ///
    /// The 2D analogue of
    /// [`Object3d::instance_compute_buffers`](crate::scene::Object3d::instance_compute_buffers):
    /// the object renders `count` instances reading position/color/deformation
    /// straight from these buffers, which the caller fills via a compute pass on
    /// the same `wgpu::Device`. An alternative to
    /// [`set_instances`](Self::set_instances); use one or the other per frame.
    pub fn instance_compute_buffers(&mut self, count: usize) -> InstanceComputeBuffers2d {
        let mut inst = self.instances.borrow_mut();
        let positions = inst.positions.prepare_gpu_writable(count).clone();
        let colors = inst.colors.prepare_gpu_writable(count).clone();
        // Two Vec2 columns (a Mat2) per instance.
        let deformations = inst.deformations.prepare_gpu_writable(count * 2).clone();
        InstanceComputeBuffers2d {
            positions,
            colors,
            deformations,
        }
    }

    /// Gets the data of this object.
    #[inline]
    pub fn data(&self) -> &ObjectData2d {
        &self.data
    }

    /// Gets the data of this object.
    #[inline]
    pub fn data_mut(&mut self) -> &mut ObjectData2d {
        &mut self.data
    }

    /// Enables or disables backface culling for this object.
    #[inline]
    pub fn enable_backface_culling(&mut self, active: bool) {
        self.data.cull = active;
    }

    /// Sets how this object's surface is composited over the framebuffer.
    ///
    /// See [`Blend2d`] for the available modes. Defaults to [`Blend2d::Alpha`].
    #[inline]
    pub fn set_blend(&mut self, blend: Blend2d) {
        self.data.blend = blend;
    }

    /// Returns how this object's surface is composited over the framebuffer.
    #[inline]
    pub fn blend(&self) -> Blend2d {
        self.data.blend
    }

    /// Sets the normal map used when this object is drawn with
    /// [`LitMaterial2d`](crate::builtin::LitMaterial2d). `None` makes the surface flat.
    #[inline]
    pub fn set_normal_map(&mut self, normal_map: Option<Arc<Texture>>) {
        self.data.normal_map = normal_map;
    }

    /// Loads a normal map from a file and sets it on this object (see [`Self::set_normal_map`]).
    #[inline]
    pub fn set_normal_map_from_file(&mut self, path: &Path, name: &str) {
        let texture = TextureManager::get_global_manager(|tm| tm.add(path, name));
        self.set_normal_map(Some(texture));
    }

    /// Returns the normal map, if any.
    #[inline]
    pub fn normal_map(&self) -> Option<&Arc<Texture>> {
        self.data.normal_map.as_ref()
    }

    /// Sets the per-object lighting parameters used by
    /// [`LitMaterial2d`](crate::builtin::LitMaterial2d). Ignored by other materials.
    #[inline]
    pub fn set_lit_params(&mut self, params: Option<crate::builtin::LitParams>) {
        self.data.lit_params = params;
    }

    /// Returns the per-object lighting parameters, if any.
    #[inline]
    pub fn lit_params(&self) -> Option<crate::builtin::LitParams> {
        self.data.lit_params
    }

    /// Attaches user-defined data to this object.
    #[inline]
    pub fn set_user_data(&mut self, user_data: Box<dyn Any + 'static>) {
        self.data.user_data = user_data;
    }

    /// Gets the material of this object.
    #[inline]
    pub fn material(&self) -> Rc<RefCell<Box<dyn Material2d + 'static>>> {
        self.data.material.clone()
    }

    /// Sets the material of this object.
    #[inline]
    pub fn set_material(&mut self, material: Rc<RefCell<Box<dyn Material2d + 'static>>>) {
        // Create new GPU data for the new material
        self.gpu_data = material.borrow().create_gpu_data();
        self.data.material = material;
    }

    /// Sets the width of the lines drawn for this object.
    ///
    /// If `use_perspective` is true, the width is in world units and scales with camera zoom.
    /// If `use_perspective` is false, the width is in screen pixels and stays constant.
    #[inline]
    pub fn set_lines_width(&mut self, width: f32, use_perspective: bool) {
        self.data.wlines = width;
        self.data.lines_use_perspective = use_perspective;
    }

    /// Returns the width of the lines drawn for this object.
    #[inline]
    pub fn lines_width(&self) -> f32 {
        self.data.wlines
    }

    /// Sets the color of the lines drawn for this object.
    #[inline]
    pub fn set_lines_color(&mut self, color: Option<Color>) {
        self.data.lines_color = color
    }

    /// Returns the color of the lines drawn for this object.
    #[inline]
    pub fn lines_color(&self) -> Option<Color> {
        self.data.lines_color()
    }

    /// Sets the size of the points drawn for this object.
    ///
    /// If `use_perspective` is true, the size is in world units and scales with camera zoom.
    /// If `use_perspective` is false, the size is in screen pixels and stays constant.
    #[inline]
    pub fn set_points_size(&mut self, size: f32, use_perspective: bool) {
        self.data.wpoints = size;
        self.data.points_use_perspective = use_perspective;
    }

    /// Returns the size of the points drawn for this object.
    #[inline]
    pub fn points_size(&self) -> f32 {
        self.data.wpoints
    }

    /// Sets the color of the points drawn for this object.
    #[inline]
    pub fn set_points_color(&mut self, color: Option<Color>) {
        self.data.points_color = color
    }

    /// Returns the color of the points drawn for this object.
    #[inline]
    pub fn points_color(&self) -> Option<Color> {
        self.data.points_color()
    }

    /// Activate or deactivate the rendering of this object surface.
    #[inline]
    pub fn set_surface_rendering_activation(&mut self, active: bool) {
        self.data.draw_surface = active
    }

    /// Activate or deactivate the rendering of this object surface.
    #[inline]
    pub fn surface_rendering_activation(&self) -> bool {
        self.data.draw_surface
    }

    /// This object's mesh.
    #[inline]
    pub fn mesh(&self) -> &Rc<RefCell<GpuMesh2d>> {
        &self.mesh
    }

    /// Deep-copies this object's mesh if it is shared (e.g. the single quad the mesh
    /// manager hands to every sprite), so a per-object mesh edit — like remapping UVs
    /// to a sprite-sheet frame — doesn't affect siblings. No-op if already unique.
    pub fn make_mesh_unique(&mut self) {
        if Rc::strong_count(&self.mesh) > 1 {
            let (coords, faces, uvs) = {
                let src = self.mesh.borrow();
                let coords = src
                    .coords()
                    .read()
                    .unwrap()
                    .data()
                    .clone()
                    .unwrap_or_default();
                let faces = src
                    .faces()
                    .read()
                    .unwrap()
                    .data()
                    .clone()
                    .unwrap_or_default();
                let uvs = src.uvs().read().unwrap().data().clone();
                (coords, faces, uvs)
            };
            self.mesh = Rc::new(RefCell::new(GpuMesh2d::new(coords, faces, uvs, true)));
        }
    }

    /// Mutably access the object's vertices.
    #[inline(always)]
    pub fn modify_vertices<F: FnMut(&mut Vec<Vec2>)>(&mut self, f: &mut F) {
        let bmesh = self.mesh.borrow_mut();
        let _ = bmesh.coords().write().unwrap().data_mut().as_mut().map(f);
    }

    /// Access the object's vertices.
    #[inline(always)]
    pub fn read_vertices<F: FnMut(&[Vec2])>(&self, f: &mut F) {
        let bmesh = self.mesh.borrow();
        let _ = bmesh
            .coords()
            .read()
            .unwrap()
            .data()
            .as_ref()
            .map(|coords| f(&coords[..]));
    }

    /// Mutably access the object's faces.
    #[inline(always)]
    pub fn modify_faces<F: FnMut(&mut Vec<[VertexIndex; 3]>)>(&mut self, f: &mut F) {
        let bmesh = self.mesh.borrow_mut();
        let _ = bmesh.faces().write().unwrap().data_mut().as_mut().map(f);
    }

    /// Access the object's faces.
    #[inline(always)]
    pub fn read_faces<F: FnMut(&[[VertexIndex; 3]])>(&self, f: &mut F) {
        let bmesh = self.mesh.borrow();
        let _ = bmesh
            .faces()
            .read()
            .unwrap()
            .data()
            .as_ref()
            .map(|faces| f(&faces[..]));
    }

    /// Mutably access the object's texture coordinates.
    #[inline(always)]
    pub fn modify_uvs<F: FnMut(&mut Vec<Vec2>)>(&mut self, f: &mut F) {
        let bmesh = self.mesh.borrow_mut();
        let _ = bmesh.uvs().write().unwrap().data_mut().as_mut().map(f);
    }

    /// Access the object's texture coordinates.
    #[inline(always)]
    pub fn read_uvs<F: FnMut(&[Vec2])>(&self, f: &mut F) {
        let bmesh = self.mesh.borrow();
        let _ = bmesh
            .uvs()
            .read()
            .unwrap()
            .data()
            .as_ref()
            .map(|uvs| f(&uvs[..]));
    }

    /// Sets the color of the object.
    ///
    /// Colors components must be on the range `[0.0, 1.0]`.
    #[inline]
    pub fn set_color(&mut self, color: Color) {
        self.data.color = color;
    }

    /// Sets the texture of the object.
    ///
    /// The texture is loaded from a file and registered by the global `TextureManager`.
    ///
    /// # Arguments
    ///   * `path` - relative path of the texture on the disk
    #[inline]
    pub fn set_texture_from_file(&mut self, path: &Path, name: &str) {
        let texture = TextureManager::get_global_manager(|tm| tm.add(path, name));

        self.set_texture(texture)
    }

    /// Sets the texture of the object.
    ///
    /// The texture must already have been registered as `name`.
    #[inline]
    pub fn set_texture_with_name(&mut self, name: &str) {
        let texture = TextureManager::get_global_manager(|tm| {
            tm.get(name).unwrap_or_else(|| {
                panic!("Invalid attempt to use the unregistered texture: {}", name)
            })
        });

        self.set_texture(texture)
    }

    /// Sets the texture of the object.
    #[inline]
    pub fn set_texture(&mut self, texture: Arc<Texture>) {
        self.data.texture = texture
    }
}